Hi everyone. Just uploaded a quick & dirty update for Bannerlord version 1.0.0.4407 - (and possible future patches). ---------------------------------------------------------------------------------------------------------------------------- Replaces original 'lords.xml'. So please backup original file. A real, less intrusive mod will follow later.
This should work as long as future game updates don't change 'lords.xml'. ----------------------------------------------------------------------------------------------------------------------------
1. Unpack and go to: Modules\SandBox\ModuleData 2. Backup 'lords.xml'. 3. Copy my edited 'lords.xml' to the folder.
---------------------------------------------------------------------------------------------------------------------------- You need to start a new game in order to see the reworked faces. ----------------------------------------------------------------------------------------------------------------------------
PLEASE NOTE: ------------------- Some faces may not look as intended. That's due to the age slider/value being below 21/22. Should only be a small minority though. I simply didn't have the time to check every single one of the almost 100 reworked NPC yet. Planning to correct the few oversights soon.
How to edit NPC faces: 1. Open the character editor (press 'V' when on the map in game). 2. Work on the face.
Alternatively, you could use Detailed Character Creation to directly select NPCs (via the ingame encyclopedia) and edit their appearance. This way your edits will show in your game without the need to start a new game first.
Optional but highly recommended: 3. When you are done working on a face, press Ctrl + C to copy the body data including the face code to the clipboard. 4. Save that data to a txt-file to archive them. Make sure to also note the name of the referring NPC. 5. Just create a new txt-file and press Ctrl + V to paste the face code from the clipboard.
How to create your own face mod: Directly editing the game's xml-files such as lords.xml is a rather crude tool and limits compatibility with other mods that change the same files. Best practice as of now is to create a module instead. This way you only edit certain parts of an xml-file but 'from the outside' - without editing the original xml. This method is much more elegant and ensures a maximum in terms of mod compatibility. You simply copy the original code section you intend to change to another xml and edit the code in the new xml which then overrides only these parts of the original xml. Feel free to take a close look on how my module is built and use it as a blueprint.
To replace a lord's face for example and have your own reworked face show up instead, you'd need to: 1. Open lords.xml. 2. Press CTRL + F (search function) and search for the NPC's name. 3. Copy the referring data section over to your module's xml. 4. There you replace the original body data and face code with yours. 8. Save your xml, set up your module and start a new game. Old saves won't show the new faces.
Edit NPC age: You might also need to adjust the NPC's age entry to have him or her look the same as in the character editor. Otherwise the NPC might appear younger or older in the actual game, if the individual age value in lords.xml is lower or higher. That's important because when creating a character via the normal editor, his or her age ist locked to 25.84 years during character creation. If using Detailed Character Creation you will have access to an age slider though, which is quite helpful.
Using one of your reworked faces for the player character: You can also paste one of your reworked faces to your player character at any time. Simply press V to open the character editor and then copy/paste the whole body data including the face code. Same is true for every lord and lady any time, when using Detailed Character Creation.
Editing companions Companion faces are a bit tricky as they are being generated anew each time you start a new campaign. Their names are drawn from a pool - as well as their faces and hairstyles. You can find some of their data in 'spspecialcharacters.xml'. There you can also see where the faces are being generated from. For example from pools such as: <face_key_template value="NPCCharacter.townswoman_sturgia" />
So they are being generated from pools that are also used to generate other NPCs. To work on such a pool, find the specific key_template (e.g. townswoman_sturgia). You can then proceed to change their BodyProperties and BodyPropertiesMax. This is the 'range' which is used to generate the faces.
Detailed Character Creation comes in handy here too, since it lets you edit a companion's appearance any time in your game. I highly recommend this mod to anyone who intends to work on NPC faces.
Using more than one face mod You'd like to use another face mod too? Then you need to keep an eye on your mod load order. If both mods edit the same NPCs, the mod which is lower in your load order 'wins' and overrides the changes from mods which are being loaded before. Some mod authors name their files "zzz_modname" to ensure having their mods automatically sorted last in the load order. But instead of putting another z or two or three before the file name of my mod, I'd suggest combining the face mods you intend to use for maximum compatibility. That way you don't need to worry about those mods overriding each other. Simply copy the face codes (and body data) you'd like to keep over to the other mod. It's not ideal, but the best solution right now in my eyes. At least better than simply putting a bunch of zzz before the mod name. If everyone does this, the benefit is small.
Is this mod working currently or still being updated? Even when I try to run it on its own there seem to be some major bugs with faces etc. I don't know if the mod is meant to show up in the mod manager but it doesn't. I've followed all the steps to install it and so far, it doesn't look to work properly at all
Looks like a great mod to use but also looks fairly out-of-date too. I am a new player to the game and grabbing mods to enhance my experience. I saw this one and wanted to add it but from comments, it doesn't look to be no longer playable on current versions of the game.
I had no problem with 1.0.3 but with 1.1.0 it's a fucking mess ; some nobles have holes in their texture, like the face, the skull, etc ...
Maybe it's an incompatibility with another mod, but I don't have anything that change the texture except this one, and without it, I don't have any problem.
I'd like to know as well. I would be surprised if it did as I do believe the lords.xml file was one that changed and causes issues. Could be wrong though. Let us know anyone!
309 comments
Just uploaded a quick & dirty update for Bannerlord version 1.0.0.4407 - (and possible future patches).
----------------------------------------------------------------------------------------------------------------------------
Replaces original 'lords.xml'. So please backup original file.
A real, less intrusive mod will follow later.
This should work as long as future game updates don't change 'lords.xml'.
----------------------------------------------------------------------------------------------------------------------------
1. Unpack and go to: Modules\SandBox\ModuleData
2. Backup 'lords.xml'.
3. Copy my edited 'lords.xml' to the folder.
----------------------------------------------------------------------------------------------------------------------------
You need to start a new game in order to see the reworked faces.
----------------------------------------------------------------------------------------------------------------------------
PLEASE NOTE:
-------------------
Some faces may not look as intended. That's due to the age slider/value being below 21/22.
Should only be a small minority though.
I simply didn't have the time to check every single one of the almost 100 reworked NPC yet.
Planning to correct the few oversights soon.
Enjoy!
1. Open the character editor (press 'V' when on the map in game).
2. Work on the face.
Alternatively, you could use Detailed Character Creation to directly select NPCs (via the ingame encyclopedia) and edit their appearance. This way your edits will show in your game without the need to start a new game first.
Optional but highly recommended:
3. When you are done working on a face, press Ctrl + C to copy the body data including the face code to the clipboard.
4. Save that data to a txt-file to archive them. Make sure to also note the name of the referring NPC.
5. Just create a new txt-file and press Ctrl + V to paste the face code from the clipboard.
How to create your own face mod:
Directly editing the game's xml-files such as lords.xml is a rather crude tool and limits compatibility with other mods that change the same files. Best practice as of now is to create a module instead. This way you only edit certain parts of an xml-file but 'from the outside' - without editing the original xml. This method is much more elegant and ensures a maximum in terms of mod compatibility. You simply copy the original code section you intend to change to another xml and edit the code in the new xml which then overrides only these parts of the original xml. Feel free to take a close look on how my module is built and use it as a blueprint.
To replace a lord's face for example and have your own reworked face show up instead, you'd need to:
1. Open lords.xml.
2. Press CTRL + F (search function) and search for the NPC's name.
3. Copy the referring data section over to your module's xml.
4. There you replace the original body data and face code with yours.
8. Save your xml, set up your module and start a new game. Old saves won't show the new faces.
Edit NPC age:
You might also need to adjust the NPC's age entry to have him or her look the same as in the character editor. Otherwise the NPC might appear younger or older in the actual game, if the individual age value in lords.xml is lower or higher. That's important because when creating a character via the normal editor, his or her age ist locked to 25.84 years during character creation. If using Detailed Character Creation you will have access to an age slider though, which is quite helpful.
Using one of your reworked faces for the player character:
You can also paste one of your reworked faces to your player character at any time. Simply press V to open the character editor and then copy/paste the whole body data including the face code. Same is true for every lord and lady any time, when using Detailed Character Creation.
Editing companions
Companion faces are a bit tricky as they are being generated anew each time you start a new campaign. Their names are drawn from a pool - as well as their faces and hairstyles. You can find some of their data in 'spspecialcharacters.xml'. There you can also see where the faces are being generated from. For example from pools such as: <face_key_template value="NPCCharacter.townswoman_sturgia" />
So they are being generated from pools that are also used to generate other NPCs. To work on such a pool, find the specific key_template (e.g. townswoman_sturgia). You can then proceed to change their BodyProperties and BodyPropertiesMax. This is the 'range' which is used to generate the faces.
Detailed Character Creation comes in handy here too, since it lets you edit a companion's appearance any time in your game. I highly recommend this mod to anyone who intends to work on NPC faces.
Using more than one face mod
You'd like to use another face mod too? Then you need to keep an eye on your mod load order. If both mods edit the same NPCs, the mod which is lower in your load order 'wins' and overrides the changes from mods which are being loaded before. Some mod authors name their files "zzz_modname" to ensure having their mods automatically sorted last in the load order. But instead of putting another z or two or three before the file name of my mod, I'd suggest combining the face mods you intend to use for maximum compatibility. That way you don't need to worry about those mods overriding each other. Simply copy the face codes (and body data) you'd like to keep over to the other mod. It's not ideal, but the best solution right now in my eyes. At least better than simply putting a bunch of zzz before the mod name. If everyone does this, the benefit is small.
Maybe it's an incompatibility with another mod, but I don't have anything that change the texture except this one, and without it, I don't have any problem.
Or if someone could just paste the face codes from this mod to the latest lords.xml in the game directory.
https://www.nexusmods.com/mountandblade2bannerlord/mods/3669